convert from t2 to t1 please
2 posts
• Page 1 of 1
convert from t2 to t1 please
I need this converted to t1 if anyone could help me.
- Code: Select all
#pragma METAINFO("Red Dead Redemption AutoFish", 1, 09, "leonardofelin")
// Fishing reel based off bonefisher's code
// viewtopic.php?f=26&t=7743&wpureload=1#p56931
// Several ideas from Sillyasskid
// Rotation Adjustments
#define CIRCLE_RADIUS 100.0
#define CIRCLE_STEP .05
#define CIRCLE_SPEED_RL 15
#define CIRCLE_SPEED_RI 1
fix32 angle;
main {
bool fishing;
bool cast;
bool reeling;
bool hooked;
// Check if the player equipped the fishing rod for fishing - START FISHING
if( (get_val(STICK_1_X) > 45.0) &&
(get_val(STICK_1_Y) > 45.0) &&
(get_val(STICK_1_X) < 95.0) &&
(get_val(STICK_1_Y) < 95.0) &&
(time_active(BUTTON_4) > 500) &&
(time_active(BUTTON_4) < 3000) &&
(time_active(BUTTON_7) > 500) &&
(event_release(BUTTON_7))) {
// ffb_set(FFB_1, 100.0, 800);
fishing = TRUE;
}
// If the player taps LB/L1, fishing rod is stored back - END FISHING
if(fishing && event_release(BUTTON_7) && time_active(BUTTON_7) < 150 ||
// If for any reason you need to reset, double tap LB/L1
event_active(BUTTON_7) && time_release(BUTTON_7) < 100) {
// ffb_set(FFB_1, 50.0, 400);
fishing = FALSE;
cast = FALSE;
reeling = FALSE;
hooked = FALSE;
combo_stop(LureFish);
combo_stop(PullRod);
combo_stop(FightFish);
}
// If the player is fishing, check for cast
if(fishing) {
// Check if the player has cast the line
if(!cast && is_active(BUTTON_8) && event_release(BUTTON_5)) {
cast = TRUE;
}
// Now the script takes over
// Slowly reel the lure until a fish bites
if((time_release(BUTTON_5) > 4000) && cast && !hooked && (ffb_get_actual(FFB_1, 0) == 0.0)) {
set_val(BUTTON_8, 100.0);
set_val(STICK_1_X, CIRCLE_RADIUS * cos(angle));
set_val(STICK_1_Y, CIRCLE_RADIUS * sin(angle));
combo_run(AutoCircle_RL);
combo_run(LureFish);
reeling = TRUE;
}
// Checks for a fish bite and hooks it
if(reeling && (ffb_get_actual(FFB_1, 0) > 25.0)) {
combo_stop(LureFish);
combo_run(HookFish);
hooked = TRUE;
reeling = FALSE;
}
// If the fish isn't fighting, reel in
if(hooked && (ffb_get_actual(FFB_1, 0) == 0.0)) {
set_val(BUTTON_8, 100.0);
set_val(STICK_1_X, CIRCLE_RADIUS * cos(angle));
set_val(STICK_1_Y, CIRCLE_RADIUS * sin(angle));
combo_stop(FightFish);
combo_run(AutoCircle_RI);
combo_run(PullRod);
}
// If fish is fighting, move the rod to fight back
if(hooked && (ffb_get_actual(FFB_1, 0) > 50.0)) {
combo_stop(PullRod);
combo_run(FightFish);
}
// You can still manually use the stick to fight/guide the
// fish towards you at any time.
if(is_active(STICK_2_X) || is_active(STICK_2_Y)) {
combo_stop(FightFish);
set_val(STICK_2_X, get_actual(STICK_2_X));
set_val(STICK_2_Y, get_actual(STICK_2_Y));
}
// If the player resets the cast, stores the fish, or throws it back,
// reset variables to restart fishing
if(event_active(BUTTON_15) || event_active(BUTTON_16)) {
cast = FALSE;
reeling = FALSE;
hooked = FALSE;
combo_stop(LureFish);
combo_stop(PullRod);
combo_stop(FightFish);
}
}
}
combo AutoCircle_RI {
wait(CIRCLE_SPEED_RI);
angle = mod(angle + CIRCLE_STEP, 2.0 * PI);
}
combo AutoCircle_RL {
wait(CIRCLE_SPEED_RL);
angle = mod(angle + CIRCLE_STEP, 2.0 * PI);
}
combo PullRod {
set_val(STICK_2_Y, -100.00);
wait(1000);
set_val(STICK_2_Y, 100.00);
wait(1000);
}
combo FightFish {
set_val(STICK_2_X, 100);
wait(1500);
set_val(STICK_2_X, -100);
wait(1500);
}
combo HookFish {
set_val(BUTTON_5, 100.0);
wait(300);
set_val(BUTTON_5, 0.0);
}
combo LureFish {
wait(10000);
set_val(BUTTON_5, 100.0);
wait(100);
set_val(BUTTON_5, 0.0);
}
-
DemonicMods - Staff Sergeant
- Posts: 10
- Joined: Wed Oct 11, 2017 2:22 am
Re: convert from t2 to t1 please
This script makes use of trigonometric functions (sin, cos) and number with decimal that are not available on the Titan One. Unfortunately it can't be converted.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
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